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authorRhys Weatherley <rhys.weatherley@nokia.com>2009-07-09 10:56:15 +1000
committerRhys Weatherley <rhys.weatherley@nokia.com>2009-07-09 11:03:11 +1000
commit6cb86a552f4f320b47232ef745ae897ad5ead591 (patch)
treed0e8a284bf89ebc211e5f4caf1dd2f301c960851 /src
parent6e35b15d75aeb140bf56690ce7369f54342c2739 (diff)
Remove some left-over mentions of fixed-point in math3d
Reviewed-by: trustme
Diffstat (limited to 'src')
-rw-r--r--src/gui/math3d/qmatrix4x4.cpp7
-rw-r--r--src/gui/math3d/qquaternion.cpp4
-rw-r--r--src/gui/math3d/qvector2d.cpp4
-rw-r--r--src/gui/math3d/qvector3d.cpp4
-rw-r--r--src/gui/math3d/qvector4d.cpp4
5 files changed, 3 insertions, 20 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp
index b99835375e..88f58c80dd 100644
--- a/src/gui/math3d/qmatrix4x4.cpp
+++ b/src/gui/math3d/qmatrix4x4.cpp
@@ -53,10 +53,6 @@ QT_BEGIN_NAMESPACE
\brief The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
\since 4.6
- The matrix elements are stored internally using the most efficient
- numeric representation for the underlying hardware: floating-point
- or fixed-point.
-
\sa QVector3D, QGenericMatrix
*/
@@ -308,8 +304,7 @@ QMatrix4x4::QMatrix4x4(const QTransform& transform)
// The 4x4 matrix inverse algorithm is based on that described at:
// http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q24
// Some optimization has been done to avoid making copies of 3x3
-// sub-matrices, to do calculations in fixed-point where required,
-// and to unroll the loops.
+// sub-matrices and to unroll the loops.
// Calculate the determinant of a 3x3 sub-matrix.
// | A B C |
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 9988e2b470..d9d416081b 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -55,10 +55,6 @@ QT_BEGIN_NAMESPACE
Quaternions are used to represent rotations in 3D space, and
consist of a 3D rotation axis specified by the x, y, and z
coordinates, and a scalar representing the rotation angle.
-
- The components of a quaternion are stored internally using the most
- efficient representation for the GL rendering engine, which will be
- either floating-point or fixed-point.
*/
/*!
diff --git a/src/gui/math3d/qvector2d.cpp b/src/gui/math3d/qvector2d.cpp
index 9b5d123e6e..b492aa883b 100644
--- a/src/gui/math3d/qvector2d.cpp
+++ b/src/gui/math3d/qvector2d.cpp
@@ -57,9 +57,7 @@ QT_BEGIN_NAMESPACE
The QVector2D class can also be used to represent vertices in 2D space.
We therefore do not need to provide a separate vertex class.
- The coordinates are stored internally using the most efficient
- representation for the GL rendering engine, which will be either
- floating-point or fixed-point.
+ \sa QVector3D, QVector4D, QQuaternion
*/
/*!
diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp
index 977152aa11..95550cde25 100644
--- a/src/gui/math3d/qvector3d.cpp
+++ b/src/gui/math3d/qvector3d.cpp
@@ -61,9 +61,7 @@ QT_BEGIN_NAMESPACE
The QVector3D class can also be used to represent vertices in 3D space.
We therefore do not need to provide a separate vertex class.
- The coordinates are stored internally using the most efficient
- representation for the GL rendering engine, which will be either
- floating-point or fixed-point.
+ \sa QVector2D, QVector4D, QQuaternion
*/
/*!
diff --git a/src/gui/math3d/qvector4d.cpp b/src/gui/math3d/qvector4d.cpp
index a28d2a1e2a..1f7d9217a6 100644
--- a/src/gui/math3d/qvector4d.cpp
+++ b/src/gui/math3d/qvector4d.cpp
@@ -57,10 +57,6 @@ QT_BEGIN_NAMESPACE
The QVector4D class can also be used to represent vertices in 4D space.
We therefore do not need to provide a separate vertex class.
- The coordinates are stored internally using the most efficient
- representation for the GL rendering engine, which will be either
- floating-point or fixed-point.
-
\sa QQuaternion, QVector2D, QVector3D
*/